This template has the following:

Template is considered a +5 template.

You gain the following:

Ability Scores:
+12 Strength
+12 Dexterity
+20 Constitution
-10 Charisma* *See notes at bottom for further information.

All Hit Die in future classes is d12.

Upon a successful grapple, you may make a touch attack. If successful you can latch on (bite attack) and deal 1d6 +1 Constitution damage. You heal or gain temporary HP equal to 20 HP per Con drained this way. They automatically become infected after the drain. The target is then stunned for 1d4 rounds.

You can be healed from Negative Energy.
You can be damaged from Positive Energy such as healing spells, however magic items that provide Fast Healing still function normally in addition to other Fast Healing abilities.

Supernatural Abilities and Traits:
Dark Vision 120'
Low-Light Vision 120'
Gaseous Form
Resistance 10/Cold
Resistance 10/Electricity
Spiderclimb
Turn Resistance +15
Lifesense
Fast Healing 5
Natural Armor +5
50% Fortification vs Critical Hit and Sneak Attack (except Mega Damage)
DR/15
Unarmed attacks are treated as magical weapon for the purposes of damage reduction.
You do not need to breathe.
You do not need to eat, but you still can. You do need to drink blood, preferably that of humanoids and blood that is fresh as possible.
You do not need to sleep, however time is still needed to memorize spells and the like.
Immunity to poison, sleep effects, paralysis, stunning, disease, and death effects. (Death Tarots still work)
Immunity to all mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects) although the link with the Master always stays and works - no immunity there. There is a -30 penalty on Will Saves vs, The Master
Can go to -10 HP before final death.

Feats:
Alertness
Combat Reflexes
Dodge
Improved Initiative
Lightning Reflexes

Skills:
+ 5 Bluff
+ 5 Hide
+ 5 Listen
+ 5 Move Silently
+ 5 Search
+ 5 Sense Motive
+ 5 Spot


Flaws:
-You must feed, preferably on humanoids, once every 3 days. The blood must be fresh, from a living being. Blood from dead or undead being does not work. If you do not feed every 3 days, you take -10 penalty to all your rolls, the is cumulative everyday, until you feed (This stacks with the sun intolerance penalty). You may make a Will Save DC 20 to resist feeding. The penalty goes increases by -10 for every day beyond the 3rd that you do not feed (i.e. Day 4 -20, Day 5 -30, Day 6 -40, etc.). Everyday beyond the 3rd the DC to resist feeding also goes up by 10. (i.e. Day 4 DC 30, Day 5 40, Day 6 50, etc.) If you fail the DC you essentially frenzy and will go after the closest non-infected creature because the hunger is too great, preferably humanoid, unless you drop. The penalty can not make your base number go negative. Once you feed the penalty goes the "clock starts again".

-Vulnerability to Silver (Take +50% more damage from silver weapons, bypasses DR as well)

-Sun Intolerance: Take a -10 penalty on everything while exposed to sunlight.

Notes:
  • Every day the newly infected gains back 1 Charisma point until the -10 is replenished. Then the Charisma mod difference is 0. This is due to the change occurring within the body and the adaptation taking place while the body is adjusting accordingly.2